
/* Copyright (c) 2006-2017, Stefan Eilemann <eile@equalizergraphics.com>
 *                          Daniel Nachbaur <danielnachbaur@gmail.com>
 *                          Cedric Stalder <cedric.stalder@gmail.com>
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 * - Redistributions of source code must retain the above copyright notice, this
 *   list of conditions and the following disclaimer.
 * - Redistributions in binary form must reproduce the above copyright notice,
 *   this list of conditions and the following disclaimer in the documentation
 *   and/or other materials provided with the distribution.
 * - Neither the name of Eyescale Software GmbH nor the names of its
 *   contributors may be used to endorse or promote products derived from this
 *   software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 */

#ifndef EQ_PLY_CONFIG_H
#define EQ_PLY_CONFIG_H

// members
#include "cameraAnimation.h"
#include "frameData.h"
#include "localInitData.h"

#include <eq/admin/base.h>
#include <eq/eq.h>

namespace eqPly
{
/**
 * The configuration, run be the EqPly application.
 *
 * A configuration instance manages configuration-specific data; it distributes
 * the initialization and model data, updates frame-specific data and manages
 * frame generation based on event handling.
 */
class Config : public eq::Config
{
public:
    Config(eq::ServerPtr parent);

    /** @sa eq::Config::init. */
    virtual bool init();
    /** @sa eq::Config::exit. */
    bool exit() final;

    /** @sa eq::Config::startFrame. */
    virtual uint32_t startFrame();

    void setInitData(const LocalInitData& data) { _initData = data; }
    const InitData& getInitData() const { return _initData; }
    /** Map per-config data to the local node process */
    bool loadInitData(const eq::uint128_t& initDataID);

    /** @return the requested, default model or 0. */
    const Model* getModel(const eq::uint128_t& id);

    /** @sa eq::Config::handleEvent */
    bool handleEvent(eq::EventICommand command) override;
    bool handleEvent(eq::EventType type, const eq::Event& event) override;
    bool handleEvent(eq::EventType type, const eq::KeyEvent& event) override;
    bool handleEvent(eq::EventType type, const eq::PointerEvent&) override;
    bool handleEvent(const eq::AxisEvent& event) override;
    bool handleEvent(const eq::ButtonEvent&) override;

    /** @return true if the application is idling. */
    bool isIdleAA();

    /** @return true if an event required a redraw. */
    bool needRedraw();

    /** @return the current animation frame number. */
    uint32_t getAnimationFrame();

protected:
    virtual ~Config();

    /** Synchronize config and admin copy. */
    co::uint128_t sync(const co::uint128_t& version = co::VERSION_HEAD) final;

private:
    int _spinX, _spinY;
    int _advance;
    eq::Canvas* _currentCanvas;

    LocalInitData _initData;
    FrameData _frameData;

    Models _models;
    ModelDists _modelDist;
    std::mutex _modelLock;

    CameraAnimation _animation;

    bool _redraw;
    bool _useIdleAA = false;

    int32_t _numFramesAA;

    eq::admin::ServerPtr _admin;

    void _loadModels();
    void _registerModels();
    void _loadPath();
    void _deregisterData();

    bool _needNewFrame();

    void _switchCanvas();
    void _switchView();
    void _switchViewMode();
    void _switchModel();
    void _freezeLoadBalancing(const bool onOff);
    void _adjustEyeBase(const float delta);
    void _adjustTileSize(const int delta);
    void _adjustResistance(const int delta);
    void _adjustModelScale(const float factor);
    void _screenshot();
    void _switchLayout(int32_t increment);
    void _switchLayoutSize();
    void _toggleEqualizer();

    void _setHeadMatrix(const eq::Matrix4f& matrix);
    const eq::Matrix4f& _getHeadMatrix() const;
    void _changeFocusDistance(const float delta);
    void _setFocusMode(const eq::FocusMode mode);

    /** @return a pointer to a connected admin server. */
    eq::admin::ServerPtr _getAdminServer();
    void _closeAdminServer();

    View* _getCurrentView();
    const View* _getCurrentView() const;

    void _setMessage(const std::string& message);
    void _updateData();
};
}

#endif // EQ_PLY_CONFIG_H
